@@ -97,7 +97,7 @@ inline void GenerateCameraRay(uint2 index, out float3 origin, out float3 directi
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}
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- // Helper function to configure reflection hints based on material properties
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+ // Configure reflection hints based on material properties
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void ConfigureReflectionHints (in HitObject hit, in float3 origin, in float3 rayDir, inout RayPayload payload)
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{
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// Only process hints for material-based sorting modes
@@ -129,7 +129,7 @@ void ConfigureReflectionHints(in HitObject hit, in float3 origin, in float3 rayD
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}
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- // Helper function to apply thread reordering based on sort mode
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+ // Apply thread reordering based on sort mode
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void ApplyThreadReordering (in HitObject hit, in RayPayload payload)
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{
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const uint numHintBits = 1 ;
@@ -435,14 +435,13 @@ void MyMissShader(inout RayPayload payload)
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// Create soft purple light glow
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float3 blue = float3 (0.4 , 0.6 , 1.0 ); // Soft blue
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float3 pink = float3 (1.0 , 0.6 , 0.8 ); // Soft pink
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- float3 cloud = lerp (blue, pink, fractalDensity);
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+ float3 glow = lerp (blue, pink, fractalDensity);
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float3 L = normalize (g_sceneCB.lightPosition.xyz - skyPosition);
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float lightD = saturate (dot (rayDir, L));
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- cloud *= lerp (0.8 + 0.2 * lightD, 4.0 , fractalDensity);
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+ glow *= lerp (0.8 + 0.2 * lightD, 4.0 , fractalDensity);
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- // Composite background with clouds
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- float3 finalColor = lerp (background.rgb, cloud, fractalDensity * 1.3 );
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+ float3 finalColor = lerp (background.rgb, glow, fractalDensity * 1.3 );
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payload.color = float4 (finalColor, 1.0f );
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}
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